Gendered violence and sexualized representations in video games: (Lack of) effect on gender-related attitudes

  • Liam Cross*
  • , Linda K. Kaye
  • , Juris Savostijanovs
  • , Neil McLatchie
  • , Matthew Johnston
  • , Liam Whiteman
  • , Robyn Mooney
  • , Gray Atherton
  • *Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

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Abstract

This research explored how gender portrayals in video games affect gender-related attitudes. Two hundred participants from the United Kingdom and Malaysia participated across three experiments, where the appearance and behaviour of video game characters were manipulated with regard to target (enemy) gender (Study 1), sexually explicit attire (Study 2) and level of character agency (Study 3). We found minimal evidence that exposure to gender-stereotyped content resulted in differential gender-related attitudes (implicit associations, hostile and benevolent sexism, or rape myth acceptance). However, Study 1 findings showed that individuals who played a first-person shooter with male enemies showed lower endorsement of some (benevolent) sexist attitudes (cf. control) and showed difference in game behaviour (cf. female enemies). Together, our results suggest that short-term exposure to video games containing female characters (sexualised, passive, or otherwise) does not consistently lead to the endorsement of negative gender attitudes.

Original languageEnglish
Pages (from-to)1648-1669
Number of pages22
JournalNew Media and Society
Volume26
Issue number3
Early online date11 Feb 2022
DOIs
Publication statusPublished - Mar 2024

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 5 - Gender Equality
    SDG 5 Gender Equality
  2. SDG 16 - Peace, Justice and Strong Institutions
    SDG 16 Peace, Justice and Strong Institutions

ASJC Scopus subject areas

  • Communication
  • Sociology and Political Science

Keywords

  • Attitudes
  • gender
  • sexism
  • stereotyping
  • video games

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